Beast War Docs
--------------
Written by:
Gandalf the White
Special thanx to:
-----------------
The Pharaoh
The Splat Beast War cracked by: The Gonif and The Wombat
Sir Excaliber
and
The Minotaur
-------------------------------------------------------------------------------
History
-------
In the galaxt if Alaxis, a game of strategy and cunning is played which has
come to be known as the Beast War.
Inhabited by several strong but warring races, their constant conflicts had
reduced their population to where mutual destruction would result. In 3853 QA,
the tribal leaders called a temporary truce, and formed the Council to find a
nonviolent means for settling disputes. It was decided that disagreements would
be settled by a tournament which would be won through the use of clever
strategy. To avoid Alaxian bloodhsed, the tournaments would be fought using
semi-intelligent beasts controlled by their Alaxian masters. Any disagreements
between the tribes would be settled with a Beast War tornament.
Due to racial differences among its members, the Council agreed to three
tournament standards. The Terran Common rules were facored by the Humanoid
member of the council. These rules enabled the slower-thinking humans to devise
innovative strategies. The Alaxian Universal rules were favored by most of the
council members. These rules demanded rapid numerical analysis of your
position, your strengths, and your opponents weaknesses. To compromise between
the desires of the Humanoids and the Alaxians, the Galactic Standard was agreed
upon.
The rules were refined over the centuries. Advancements in holographics
technology allowed the destruction of innocent beasts to end.
-------------------------------------------------------------------------------
Object:
------
To capture more sectors than your opponent(s). The game consists of a series of
rounds. During each round, you control an army of six beasts. A sector is
captured by moving one of your beasts into the sector. Captured sectors will
contain one of your beasts, or a small satellite in your color. Each round ends
when only one players beasts remain on the galactic grid.
Options:
--------
After you enter your name, the question "Would you like to play against the
computer at novice level?" will appear. You canb see the letter Y in a white
box. This is the "default condition" and the computer will automatically accept
this as your answer if you press return. If you don't want to play the computer
at this level, press N for NO and hit return.
There are four different sets of rules to choose from: novice challenge,
terran common, galactic standard, and alaxian universal. Each set changes four
factors. A fifth rules set will allow you to set the factors.
The factors are:
*the number of rounds to complete a tournament
*time limit f~or each round
*the energy recharge time for creatures on the plexus(center of the board)
*whether or not you want random starting positions
Novice Terran Galactic Alaxian Custom
# of
rounds 2 3 4 5 1-5
# of
minutes 30 10 5 1 1-60
plexus
recharge
time
(seconds) 4 3 2 1 1-60
random
starting
positions? no yes yes yes yes/no
Number of rounds for each tournament: a tournament consists of one to five
rounds. At the end of each round, the scores are totaled based upon the number
of pieces in play and how many sectors each player has captured. At the end of
the tournament, the one with the most points wins.
Number of minutes for each players turn: each player has a timeclock that is
turned on each time it is that players turn. Each player must make all of his
moves within this time period. Failure to do so automatically ends the game,
with that player losing all his pieces.
Plexus recharge time: this is the amount of time it takes for a beast on the
plexus(center sector on board) to regain one unit of energy. Energy is lost by
moving and by attacking.
Random starting positions: changing the starting positions of the beasts makes
it more difficult to predetermine the opening moves of the game.
The Grid:
---------
The galactic game grid has 41 sectors around the plexus. They are arranged in
three orbits: the outer, middle, and inner orbit. Surrounding the grid are four
colored fields. In the field of your color is a counter showing how many
sectors your beasts have captured. When your start a round, you have controlled
six sectors, the sectors your beasts are occupying.
The beasts move from one sector to another by jumping through hyperspace.
Jumping is done by setting up two windows. A home window is built around the
beast selected for movement. and a destination window is formed at the sector
you want the beast to move to. Once the windows have been built, the beast
jumps through hyperspace from the home window to the destination window. Each
beast has its own unique movement pattern, as explained in the Beasts section.
When it is your turn to move, the information box in the upper right corner of
the screen will display:
(your name)
SELECT
BEAST
USING
(keys or paddle)
Depending upon whose turn it is, and whether you are using paddles or the
keyboard, the fourth line could be PDL 0 or PDL 1. A AND S for the A and S
keys, or K AND L for the K and L keys. Keys A and K are used to select a beast
or sector; keys S and L enter your choice into the computer.
If you want to take back a coice press the ESC key.
If your are using paddles, rotating the paddle back and forth across the
middle area will move the source and destination windows. Pressing the paddle
button will enter your choices.
The Graphs:
-----------
To the right of the grid are three graphs showing energy, time and power.
The Energy and Power grpahs show the condition of the beast the window is
on. Energy can be replenished by occupying the plexus sector and by defeating
other monsters. When a beast runs out of energy it perishes.
The power of a beast is determined by its strength, the amount of moral
support it has, and its combat bonus. For more info see the Strategy section.
The Time graph shows how much time you have left to make your moves. If you
run out of time, the tourney ends and your beasts perish.
Beasts:
------
There are six different beasts. Each has strengths and weaknesses and a unique
movement pattern. In addition any beast can jump into the plexus from any
sector in the inner orbit and vice versa.
Movement consumes energy. Each beast moves to an adjacent sector, but some
canb only move to a certain color or direction. Jumping to a sector containing
your own satellite(left by a previous friendly beast) consumes two energy
units. Entering an empty sector uses four units. Jumping into a sector
containing an enemy satellite consumes 12 units of energy. If your beast uses
up all of of its energy in making the jump it perishes but leaves one of your
satellites in the sector. The plexus is the center of the grid. As a focus of
energy, it will channel that flow into any beast occupying that sector. The
rate of flow is set at the beginning of the game. For example, if the recharge
time is four seconds, that means that every four seconds, a beast on the plexus
will recieve one unit of energy until it is totally recharged.
The Aeroctus:
The aeroctus is the only winged beast chosen by the Council for Beast War. It
has 44 energy units. When attacking its prey, the tentacles of the aeroctus
close together to form a spear tip which can easily puncture the thin metallic
skin of a mechanos. However, the light bone structure and musculature of the
creature does not provide it with enough power to easily damage the thick
plating of an arachnid. The aeroctus have a strength of four units.
Movement pattern: the aeroctus can move only to an adjacent sector that is
in a different orbit and color.
The Dracon:
The dracon is a fearsom inhabitant of Alaxis. Its awesome flame breath makes it
extremely dangerous. The dracon has a strength of nine and its far reaching
flame is especially effective against the light bone structure and musculature
of the aeroctus. However, it has little effect on the metallic structure of the
mechanos. A dracon begins with 16 energy units.
Movement pattern: the dracon can move to any adjacent sector.
The Arachnid
The arachnid has a highly evolved neuromotor system to control its many legs.
It can have up to 38 energy units, and has a strength of 5 units. The great
dexterity of this beast enables it to slip its pincers under the protective
scaling of a saurus, inflicting especially grievous wounds upon the beast. Only
the mighty dracon appears to be resistant to the attack of an arachnid
Movement pattern: the arachnid can move diagonally only.
The Wraithil
The unique appearance of the wraithil is responsible for its association with a
mythological group of hominoid creatures called the Undead. It strikes a chord
of superstitious fear in many creatures. This effect is very much noticeable in
the saurus, which seems to be afraid to bite down upon a wraithil with any
degree of force. The energy field projected from a wraithils hands during
combat is known to be especially effective against the highly evolved
neuromotor system of the arachnid. However, the diversified nerve net of the
aeroctus is resistant to this attack. Wraithils can have up to 30 energy units
and have a strength of 6 units.
Movement pattern: the wraithil canb move to a different colored sector.
The Saurus
The fearsom saurus is believed to be a distant relative of the dracon. Strong
competitions for the same ecological niche is suspected of being the basis for
the intense hatred sauri have of dracons. In combat, a saurus becomes quite
frenzied the moment he bites into a dracon. Although the saurus recovers almost
immediately, this results in especially serious wounds being inflicted on the
dracon. Known for their bad tempers, sauri turn green with rage when attacking
each other. A saurus can have up to 24 energy units, and has a strength of 5
units.
Movement pattern: the saurus can move to any adjacent sector of the same
color.
The Mechanos
The mechanos is the only silicon-based lifeform in Beast War. It is therefore
the only beast capable of using a gravgen propulsion system. A mechanos is not
intimidated in the least by a wraithil, and is effective against one in combat.
A mechanos can have up to 20 energy units, and has a strength of 8 units. The
laser weapon of a mechanos is largely dispersed by the reflective scaling of
the saurus and thus is less effective against the beast.
Movement pattern: the mechanos can move to an adjacent sector in a different
orbit.
Combat:
-------
If you select a destination sector which contains an opponents beast, its
power and energy will be shown alongside your beasts ratings. If the move is
made, combat occurs.
The top view of the grid is replaced by a side view of the sector with the
two beasts facing each other. At the top are their energy and power graphs.
Controlling the Beast
---------------------
If the keyboard controls are being used, the following keys are used to control
the beasts:
Left group:
A:move left
S:stop
D:move right
W:flee
X:attack
Right group
K:move left
L:stop
;:move right
O:flee
.:attack
If paddles are being used, turning the dial to the right will move the beast to
the right and turning it left will cause it to move left. Centering the dial
will stop movement. Pressing the paddle button while the beast is advancing or
standing still will cause the beast to attack. Pressing the button while youu
beast is backing up near the edge of the screen will cause it to flee.
A beast can flee only to its original position, and then only if it contains
one of your satellites. If it is already occupied, it cannot flee. If it
doesn't have enough energy to make the jump, then it will perish when it
emerges from hyperspace. Fleeing from your opponent will allow your enemy to
move again.
Scoring:
-------
The round ends when only one players beasts remain on the galactic grid. At the
end of the round, each player receives 300 points for each beast remaining on
the field, and 150 points for each captured sector. At the end of the
tournament, the player with the highest score wins. If you have been playing
against the computer using one of the standard rule set, your name and score
will be saved.
Special Features:
----------------
PAUSE
Holding down the CONTROL key and the P key will stop the game. Press return to
continue.
SOUND
Pressing CTRL-S will toggle the sound.
QUIT
Pressing CTRL-Q will end the tournament.
RESET HIGH SCORES
Press CTRL-R and the high scores will be reset back to 0.
SELECTING A DIFFERENT BEAST
If you have selected a beast and change your mind, pressing the ESC key will
allow you to choose another beast.
-------------------------------------------------------------------------------
Strategy for Beast War
----------------------
The bjective of Beast War is to capture more sectors than your opponent(s). To
do this you should consider your beasts movement patterns, energy, power,
combat capabilities and strategic positioning. The movement patterns of your
beasts need to be carefully considered to enable you to capture sectors, attack
your opponents, and defend your terrain. For example, certain beasts will only
move on one color. Moving it through the plexus canb change the color of the
sector it is on. Moving a beast through the plexus also enables it to regain
energy. However, trading beast positions can cost valuable time, allowing your
opponent to takle the initiative.
Moving to a sector containing an enemy satellite uses much more energy than
moving to a free sector. It is advantageous to block your opponents moves with
your own satellites. If your opponent captures a sector containing your
satellite, his beast will be weakened and open for attack.
This strategy calls for using your energy efficiently. Your beasts canb gain
energy by capturing and defending the plexus against your opponents, and by
defeating them in combat. Since beasts lose energy through movement, any move
that does not enhance your position is a wasted move.
If your beasts energy is less than three units it will perish on the next
move. There is little you canb do with it in combat unless it has a very long
weapon range versus its opponent.(such as the dracon fighting the aeroctus) The
kamikazee strategy is recommended: move into a sector containing an opposing
satelitte and (poof!) your beast is gone but leaving a friendly satelitte
behind.
But to be a successful Beast Warrior, you have to fight well. The amount of
power a beasthas is determined by its strength, moral support, and combative
relationship with its opponent. The strength is determined by its nature; it
cannot change. If the adjacent sectors contain friendly forces, your beast will
be strengthened by their presence. Each friendly beast will increase the
combatants power by one unit.
Finally each beast is especially effective in fighting one other beast, and
resistant to attacks by one other beast. These factos provide combat bonuses
which canb increase or reduce a beasts power by 2 units. The Beasts section
provides more info on this.
The power graph reflects the sum total of these factors. In combat, the
amount of damage a beast does is determined by a random number that depends
upon its strength, moral support, and combat bonus. The minimum amount of
damage inflicted upon your opponent is determined by your beasts moral support
and combat bonus. So a beast which has a combat bonus and moral support can
often be quite successful in deafeating an apparently more powerful opponent by
repeatedly striking with an above average amount of damage.
Your positiin becomes greatly improved when you defeat an opponents beast,
and greatly weakened when one of your beasts are defeated. If your beast is
defeated, you lose a sector and a beast, your total energy pool is reduced, and
the victors pool is increased. It is often the better part of valor to retreat
when threatened by a superior force. Fleeing from combat is also costly, though
not as much as being defeated. Recovering from a flee will lose time and
energy, but it will preserve your beast.
-------------------------------------------------------------------------------
Call The Roadhouse.................................................714/533-6967
The Draco Tavern..............................................707/745-5805
Abdul's Oasis.................................................619/341-2984
Brought to you by the U>P>G>